Secret HQ
art (c) Mike Trap
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Summer 2003 brings us the marriage of Silver Jet and the Pi Tui (the Queen of
the Ice Pagoda). The set gets its name from the blood outcome of the
event.
The cards that jump right out at first glance are the new foundations
characters. The two most game altering are Little Grasshopper and Mad
Scientist -- they are going to create some new deck archetypes. If you
haven't figured it out already, the era of 2+ cost foundations is over, and you
are only playing them because they have amazing abilities, or a crucial
designator.
As you look deeper into the set, you will find that there is an imbalance in
its chi - denial seriously outnumbers punch through. Unfortunately, this
is going to continue the trend of longer games. On a positive note, it
does add denial possibilities for jank decks, making them a little more
competitive. I wish there was a little more offensive capability in the
set, but that's life
Overall, I think Red Wedding is a good set and will be well received.
The standout cards are the commons, with a lot of dreck reserved for uncommon
and rares. It will change how the game is played, but that is mainly due
to the new foundations and just a few other cards.
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Artillery
Strike
This card looks to have the potential to do a decent amount of damage
early game. If you do nothing, you can start your 2nd turn with 3
power, letting you drop two foundations as well as an Artillery Strike, totaling
6-10 damage, which is a potential second turn burn. I think this
card will be stronger in dueling, but has a home in Supercomputer decks,
and might replace Orbital Laser Strike in Tech-light Architect decks. |
Assassin
Bug
The Bug is a variation on the Gnarled Horror (which is a total coaster),
but it has the main advantage of being an Abomination, and can be recycled
by Reinvigoration Process. While it's not stellar, it can give a
little bit a grief to your opponents. Where I would expect it to do
best is in dueling, where you aren't going to have to worry about all of
your opponents ganging up on your Assassin Bug. |
Bio-Salvage
One- third a Feast of Souls at one-fourth the price. I've grown to
like We Have the Technology, and this card fills a similar niche. In
my Technology deck, I like to sit on power, and drop a bomb or Laser
Strike with the counters, and don't concentrate heavily on
characters. I think you want to use Bio-Salvage in a deck that is
more heavy on the character side. Get a couple of these out, and
recycling your Abominations (especially Midnight Whisperer and Assassin
Bug) should get you steamrolling. |
Black
Ops Team
For those of you familiar with MTG, this card is almost a Nekretaal.
You are hoping to smoke an opponent's character when this enters
play. Your opponent is going to try all sorts of tricks, so you
might need a little backup -- if your the loser of the Faceoff, you will
have just spent 4 power to 6 damage. |
Bouncing
Benji
This card doesn't quite do it for me. 2 damage for 1 power is a
decent deal, but the two resource requirement is a killer -- this card
isn't a resource speed bump like Midnight Whisperer or Arcanowave
Researcher. The reload ability on this card is kinda bland, but you
can use it to discard your entire hand if you want to draw a lot of cards
on your next turn. |
BuroMil
Scout
While this is a card for your weenie-horde soldier deck, it doesn't jump
out at me. Note that its ability goes away when it does, so it's
bound to be intercepted by another foundation character, shrinking the
damage your army does. I think you are better off saving 1 more
power, and going for the Reinforcer if you want a steady damage
bonus. Yes, you can hit for 9 damage if you Inauspicious Return 3
Scouts, but that damage is too fragile and doesn't have much change of
making it through unless you've cleared the board with a Neutron Bomb. |
Dr.
Jean-Marc Ngubane
This is a pretty janky specialty card. With 4 Fighting, Dr Ngubane
is probably going to live longer than The Prof, but spending 3 power on a
Back for Seconds is hefty. You might be able to slow up an opponent
playing Monarchs, but that is unreliable. I think I'm going to go
with Bonengel over this card most of the time. |
Helix
Mine
Here we have a twist on the old standard Helix Chewer. It's not
going to clog up your hand, but then again, you aren't going to be able to
use it over and over. I might play it, but only if I'm in a metagame
where there are lots of look at hands effects (which have been slowly been
increasing in numbers as the sets pile up). Think about how often
you see Resistance Squad triggered -- it it's reasonably often, then you
might want to consider Helix Mine. |
Loyalty
Officer
This is a foundation character you never want to draw early game. As
a foundation, it stinks -- it's nothing but an Alpha Beast with a
different set of designators. The best use for Loyalty Officer is to
hold in your hand as a counter to Shadowy Mentor and Tortured Memories,
but it's also good when you need to take a site when there's a pesky Fox
Pass on the board and you don't have the Whirlpool advantage to stop it. |
Napalm
Belcher
This is a tough card to get a handle on. The Belcher's ability is
basically a reusable Napalm Sunrise. In Event form, it's not very
good, but it might have potential as a character, especially if you can
get out multiples. Your opponents are going to gang up on your
Napalm Belchers in multiplayer, so I think this card might be most useful
in dueling. |
Tracer
Implant
Here we have Brain Bug 2003. At 0 cost and only a single Architect
resource, it's playable, but I'm unsure to what effect. It has the
possibility of stopping up an opponent's character, but I don't think you
will be doing too much effective unturning. It might be okay in
dueling, where every little bit counts, and having an extra character to defend
might just let you get out that second column and protect it. |
War
of Attrition
Unless you have no characters in play, War of Attrition is going to cost
you 2 power, if not more. It's not going to be that good in an
environment where there's lots of build up, but if characters are getting
smoked left and right keeping the number in play low, you might be able to
do something with this card. Don't play one in response to an effect
that smokes (like itself), as people can choose the same card twice.
This card will probably be better in a four card game based on the economy
of scale, but I suspect most of the time the opportunity cost will be too high
to get the desired effect (i.e. as good as Nerve Gas or Imprisoned). |
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Broken
Wheel Brigade
At first glance this card looks good, but you have to stop a moment and
think about what cards you are going to be discarding to trigger it?
You might have an extra early game Event/State/Edge that you would be
discarding anyways, but a lot of the time, the card will be of more use in
play, especially by mid game. I don't think this card is going to
break the hold that Family Estate has. |
Corrupt
Bookie
Wow, here we have a real stinker. I think this card is about on par
with Mountain Warrior. If you want to have fun with your opponents,
play Triumvirate Dealmaker. If you need to generate power, stick to
Swiss Bankers. I don't think you even want this card in a faceoff
deck -- you want cards like Military Commandant that are going to help you
win a faceoff, not punish you when you lose. |
Jan
Zvireci
While this card is marginally better than Corrupt Bookie, when are you
ever playing it? If your opponent has a good Event that they are
worried about you playing, they are just going to play it in response to
Jan Zvireci entering play (probably targeting him, too). And don't
expect Jan to stick around very long, as he is a threat card, and doesn't
defend himself well. Yeah yeah Fortune of the Turtle and Safehouse
-- whatever. You have to spend the power on the Event too, so it's
very sketchy denial. |
Jormungandr
Hrm, a new Re-Ascended character that isn't much better than the existing
ones. And real expensive, too. Sure, it's a character killing
machine, but don't the Ascended just have better ways to deal with
characters? He doesn't really combo with much, so I'm going Ursus
over the bad snake dude. |
Kauhuhu
Yeesh, and I thought Jormungandr was boring. The Shark is pretty
close to Spencer's Beauties, but worse.. Yes, Kauhuhu has an out of
faction ability, Independent, but just doesn't have much else going for
it. This is the type of card that you want to Golden Comeback, but
that means you are playing Dragons, and you are going to have better stuff
to be bringing back. |
Lodge
Machinations
This card has a lot of evil potential. It's expensive, but changing
up the denial on the board prior to an attack sounds like a game
winner. Some advice -- don't stack your deck with bad sites to give
to your opponents with Lodge Machinations. That's just a
formula for disaster. Play useful sites and play this event when
it's smart, not just at the first opportunity. I expect that City
Park will be a good one to be giving away (reveal it first). Also,
be sure to include a Drug Lab and Nuclear Power Plant -- there might
some tasty Non-FSS to grab up like Secret HQ or Senshei Chamber, and you
can turn the Nuke's disadvantage into an advantage locking up an
opponent's turning site. Too bad this card is rare =( |
Official
Harassment
In case you were wondering what to do with all of those Pledged you've
been pumping out with your Family Estate, here is your answer. Okay,
you probably were doing something with those Pledged already, but Official
Harassment is a nice new option. As long as you can play a
foundation a turn, you are going to be able to lock down an opponent's
character, hopefully their best hitter. This State is going to turn
all of your characters into a potential Muckraking Journalist.
While I think this is going to be good overall, it might be marginally
better in dueling. |
Rebecca
Dupress
This card is kind of hard to get a handle on. Rebecca's ability is a
combo ability, so you are going to need States to get the most of out
it. The Ascended don't have a lot of Character States that you are
going to want to play on your own characters, so you are going to have to
look to other factions, talents, and unaligned cards to make her
work. It's really too early to predict what will and won't work with
this card. |
Shell
Game
This card looks very interesting. The target (almost always going to
be yourself) is going to get the worst two cards from the top three of
your deck. And if someone other than the player to your left is
going for the win, your opponent just may let you keep some denial like an
Op Killdeer (to go with the one already in your hand that you're
hiding). Note that there may be some funky stuff you can do with
Shell Game and cards that Reload, especially as more are added in future
sets. |
Spin
Doctoring
This card I just cant quite figure out. It's going to get you back
some good cards (you aren't playing bad cards, are you?), but who knows
how often. You can use it with your foundations, but you might get
some mileage out of Family Estate and cheap Pledged, but it's going to be
hard to really see if this card will do much of anything for you.
Watch out for opponents with Underworld Trackers -- it will surely ruin
your day. |
The
Enemy of My Enemy
To me, this looks a lot more reliable than Spin Doctoring. As long
as you have power, you can have cards. Also, like with the Chinese
Connection, giving power to an opponent can sometimes be a good thing if
they can use the power to stop an attack or take down another
player. Yes, you do lose a bit on the power scale, but you should
make up for it in tempo -- your opponent has reduced their denial, and you
have drawn two cards. |
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Ashes
of the Fallen
At 3 resources required, Ashes is going to be pretty much relegated to
mono Dragon decks, but there are plenty of those to go around. It's
more focused than it's cousin Fighting Spirit, so you get to control what
Event you are getting back. This works especially well for decks
with lots of multiples (i.e. 5 Final Brawls). I think you still want
Fighting Spirit in a diverse deck (along with a few Ashes of the Fallen),
and maybe also in multi-faction decks, but you usually aren't recycling
events as much in that case. |
Bei
Tairong
Can of Whupass anyone? While the +1 damage ability is gravy, Bei is
still better than the 3 cost hand superleaper, Righteous Bro -- what's up
with that? By herself, Bei is of general use, along with other 3
cost uniques like Hiro Asataka and Dirk, but where this card shines is in
the Can of Whupass deck, where you wind up with a 3-cost 8 Fighting
Superleaper... yikes! |
Big
Bruiser vNew
Not bad, but not good either. It's an infinite improvement over the
original, but no has played that one in years. The new Big Bruiser
seems like it's a good character to give to newbies so they can have some
beef in their decks, along with some Mentor defense, without having to go
for a lot of heavy hitting rares. And if you haven't figured it out
already, this guy loves Final Brawls. |
"Bring
It"
This is a funky combo card, but I don't exactly know what to combo it
with. Bring It is a Reloadable Righteous Protector. At 1 cost it's
sort of okay for
a single use some of the time (this is really 2+ cost if you consider the
character eating the damage). You also have that one-use Guts, which
could also help out in a pinch (and is a good surpise) While it's unique, you can Reload
Bring It late game when you have surplus power and need to get some damage
through. The card is rare, and only goes in Hand/Dra decks, but I do
expect to see it every no and then. Thanks to Simon Johnston for
pointing out that Marisol has been given errata, so you can't do cool
tricks with her. |
Gus
Andropolous
Gus is pushing the curve, which you sort of want in a 2-cost
character. He does require 3 resources, but he gives you 3 fighting. Historically, this ratio has come with a drawback or no
significant ability, but Gus is different. Independent is solid as
we all know, and looking at your opponents' hands can give you the edge
you need to pull of a victory. Gus' third ability is gravy, but
people are going to think twice before looking at your hand. And
remember, Gus is going to love Can of Whupass, becoming a 2-cost 7
Fighting monster. |
"Is
That All You Got?"
Yikes! I guess Golden Comeback wasn't good enough! Using this
card is going to depend a lot on your deck. It's a natch for the
Whupass deck, but it has it's place in other decks, especially when you
are running a lot of mid-range or specialty characters. Spending 1
power to bring a character is a lot better than spending 2. This
card is similar to Inauspicious Return in power level. There
are a million and one good cards to bring back -- from Dark Traveler to
Nine Cuts (which makes "Is that All You Got?" practically a
Nerve Gas). |
Mano
a Mano
Bleech.... another blas�' faceoff. Sure, you might be able to do
some extra damage, but there are similar janky Dragon events (Fast As
Lightning and Fists of Fury) that are about on the same power level and
never see play. If the damage was to any character in play (notice
that Monkey vs. Robot lets you pick any site) it might be a little better,
but it's not, so it ain't. |
Never
Surrender
Expect to see this card in every Dragon deck -- it's that good. It
gets to count towards victory (see the RW rulescard) and can generate you
power sometimes as well. This card is very similar to City Park, but
with a little extra kick. I could be wrong, but I think Never
Surrender will have a major impact on the game of Shadowfist. While
it hasn't been completely determined yet, this card could potentially be a
tournament winner based on tie-breaks (a card in your BFV is 3pts, where
sites in play are only 2).
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Reluctant
Hero
This card seems interesting on the surface, but without some sort of
backup to get him through, he's not going to trigger as often as you
like. If there's an open target, you can hit it once, then send some
resource characters on suicide missions to hope and unturn him, but that's
almost like playing 1 power for a Back for Seconds. Also, he does no
good if he's smoked as part of the unsuccessful attack (or gets Killdeered).
Still, 3-for-4 Fighting Independent is a lot better than the old days
(remember Dragon Fighter?), and he might see a little play. |
Ring
of Silver
Gack... this is a rare? For the life of me, I can't figure why the
card just doesn't give you Guts permanently, leaving the really hard to
pull off gravy ability of Back for Seconds as the turn ability. This
goes in the janky Dragon/Monarch Red Wedding theme deck, and not much
else. Yes, you can play it for free with Kar Fai's Crib, but why
aren't you playing better stuff like Claws on the Dragon or Real Bad Cat? |
Wandering
Hero
Math is hard, and keeping track of this guy's fighting is going to be even
harder. He's going to go up and down fairly often, and you might be
overlooking a fighting that he should have every now and then. In a
good case scenario, he's 3-cost for 5-fighitng, and I bet you can find
other stuff to fill that gap. All the 3-cust uniques are generally
better, Silver Band is always 5 fighting, and Netherworld Vet is going to
be as big if not bigger most of the time. |
Wedding
Gifts
More jankiness, this card can at least go into any Dra/Mon deck.
Notice the super-tech of playing only Silver Jet to get the off faction
resource (or the original Ice Queen in any deck with Dragons). I'm
not sure how much of a power boost this is going to give you -- it could
be a lot or a little. Either way, it's going to be hard call as to
whether to go with Wedding Gifts, Pocket Demon or Dirk Wiseley's Gambit
for some primo alternate power generation. This card is a one-shot,
so I don't think I'd play two unless it was in a huge deck. You do
get to prance around and say "look what the happy couple got!"
whenever you do play it, so that's gotta be worth something... |
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Bribery
While this card looks cheaper than Tortured Memories, it's still a 2 power
swing -- you are -1, and your opponent is +1 (although costing you only 1
can be huge). That said, I think there is going to be a place for
Bribery in a lot of Lotus decks. It doesn't replace tortured, it
just gives you additional options, and I would take a look at your local
meta-game to see how much usage you can get out of it. The event is
just made for Ravenous Devourer, where you are going to be munching up the
junk you steal. |
Demonic
Plague
I'm not so sure about this card. In multiples it can start clogging
up your hand size, but playing only a couple in your deck can clear out
some early junk or get in some free damage. I think this card will
play somewhat like Helix Chewer. Who knows, this could be the
ultimate card Red Wedding is remembered for, going in every Lotus deck,
unbalancing the game when drawn first turn. |
Evil
Whispers
This one is kind of sketchy. It requires magic, so you need to think
about your resource characters. It doesn't replace Pocket Demon as a
comeback card, and it doesn't have the raw power of Glimpse of the Abyss
(which also combos with a lot of cards that work when you are farther from
victory). It might be okay as a speed bump card since it can be
triggered off of opponents playing their third Feng Shui or the majority
of the non-FSS. Definitely better in four-player, where you have a
reasonable chance of it not staying in your hand for more than a turn. |
Juedeng
Shelun vNew
The Ghostly Juedeng doesn't seem so bad - he's sort of a 4-for-7 Fight,
that has the chance to improve the ratio if he sticks around. You
aren't getting back the displayed, but you are getting back Malachi and
some other specialty characters. The Dragons seem like a natural pairing
with Juedeng, as you can get back Chinese Doctor, Consumer on the Brink
and Scrappy Kids. |
Ogre
Since he doesn't provide magic, I don't think Ogre will make the
cut. Compare this guy to Low-Rent Cyborg -- he provides a talent and
always hits for 5. You also get to recycle him with In Your Face
Again/There's Always One More. Ogre you get to play for free if
someone steals power or a character from you -- this is just a free play,
not a cancel like Hacker. Do you see the difference? You might
actually want to pay 3 power for the Cyborg, whereas you almost never want
to pay for Ogre, meaning it's just going to sit in your hand. |
Red
Dragon Troupe
I'm not getting very excited over this card (although JerO's art is really
cool). They have a somewhat usable evasion ability. The
obvious card to use with them is Demonic Plague, but there is also
Infernal Plague in faction, as well as the always useful pingers (White
Disciple, Purist Sorcerer and Malachi). Going mulitfaction, dropping
a brawl before playing the Red Dragon Troupe is going to let them through,
but you're going to have to choose your target carefully since you
are only doing 4 damage. |
Shamanistic
Punk
Not too much to say about this card. You are probably more likely to
do +1 damage than you are to do -1 damage, but this ability is pretty much
ignorable. This card is a second Sinister Priest, and that means you
will probably only ever be playing Earth Poisoner/Eunuch Underling in
designator decks. This guy gets a little competition from Palace
Guards -- you may not want to play the full 10 1-cost talent providers,
choosing to slip in a few of the returning Guards instead. |
Ten
Thousand Agonies
T-Dogg pointed out that this card is a lot like Dirk Wisely -- it's a
trick card to do a lot of damage for less power. If you can clear
the way, you are going to hit for a lot. If you get intercepted,
you're not. The card should also play like Sergeant Blightman, and
you're going to want a Sacred Heart Hospital to make sure he hits for 9.
Simon Johnston from the UK pointed out to me that Ten Thousand Agonies
works pretty well with Amulet of the Turtle -- you can absorb damage at
the normal rate, but the only the overspill is +1. |
Throne
of Skulls
This might gain you a little power, but by the time you get the resources
out and get this in to play, I don't know how much game will be left to
gain power from this. Remember that this doesn't trigger off of
Sacrifice, so you can't steal and much stuff and gain power. Simon Johnston
pointed out that Throne of Skulls has potential when played in combination
with The Destroyer, Rev. Paine and using Big Brother Tsien as foundation. |
Verminous
Rain
I think this card is strong. Early game, you are using Verminous
Rain to speed bump a Gambling House or other site that is giving a quick
boost to an opponent. Late game you can reload this and use it to
punch through for a win. Notice that it cancels all sites, not just
those that turn (such as Puzzle Gardens and Temple of the Angry
Spirits). It at all possible, you want to avoid toasting The
Destroyer, Underworld Trackers and Palace Guards when reloading. |
Wasting
Curse
I think this is the next Underworld Presence. You play Wasting Curse
when you want to annoy your opponents without really winning. It
effects your own characters too, so it's a real downer. It's not
limited, so you could get 5 of these in play if you are an evil bastard. |
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"Bring
It"
See the entry under Dragons. |
Buddhist
Monk
If it weren't for Little Grasshopper, this card would see reasonable
play. It's still not bad, turning into a Walking Corpses (or more)
late game in the right kind a deck - by that I mean a site heavy deck like
a Senshei Chamber deck or Big China which features lots of Trade
Centers. This card has several useful designators (Monk, Martial
Artist) so it gets affected by a bunch of Hand cards that trigger off of
them. This card pretty much outclasses the Noodle Lady, and I'm
going to miss her cool Quentin Hoover art. |
Green
Sage
I put this into the coaster pile, where it can use it's Toughness to
protect your wood table from embarrassing stains. What were they
thinking with this card? For 3 power you should be getting something
a lot better. Since the effect is localized, it's not going to let
you attack. |
Leaping
Tiger Troupe
The Troupe has the problem of having to live up to the bar set by the
Ba-roken Monkey. Drawing a couple of cards just doesn't quite make
it. I've played Old Uncle a bunch, and it's a useful ability, but
there are so many other Hand/Chi effects for getting cards, I don't see
the Tigers getting that much play. This picture matches up with Red
Dragon Troupe, and would make a cool print. |
Little
Grasshopper
Say "hello chi." This card is going to change a lot of
stuff. With up to 10 1-cost chi providers, the Hand and all those
heavy chi cards are going to be everywhere. 'nuff said. |
Orange
Sage
While this card is a little better than his green brethren, he's still a
little touchy. Getting back cards is good (it normally costs you a
power per card), and if you get back a couple, this guy has paid himself
off. Of course, not getting back Hand or Chi cards is going to be
very limited. I've become a big fan of Orange Senshei chamber (it's
almost always like a Temple of Celestial Mercy), and it does reduce the
Orange Sage's cost to a more reasonable 2. |
Ornamental
Garden
This is a tricky card. At first glance, you might think this card is
a power generating card that you can use to ramp up your own sites - BZZZT!
wrong-o! What Ornamental Garden really does is help you take sites
by letting you do double damage. Blue Monk is going to be doing a
respectable 8 damage if you drop one of these States on a Site
mid-attack. It's sort of like Geo-Scan report, but works better with
less attackers. Plan on burning/smoking the site you play this on,
as it will be darn hard to defend if you place it in your front row. |
Secrets
of Shaolin
Here we have some borderline jank. Note the Main Shot restriction on
Secrets of Shaolin -- this means you wont be stopping the most commonly
encountered 0-cost events, the alternate power generation trio (Pocket
Demon, Violet Meditation and Scrounging). Confucian Stability is
still going to be your main Event control card. Playing Secrets of
Shaolin is a metagame decision -- if a couple of your opponents are prone
to playing a lot of 0-cost events, then supplementing your deck with one
or two of these is worth trying out. Red Wedding also has some new
0-costers, and that might make Secrets of Shaolin marginally playable. |
The
Orange Principle
The best thing this Event has going for it is that it doesn't trigger
Hacker. The Hand have a couple of other filter/draw cards, but this
one seems to be okay. You will need to have surplus power to burn,
but The Orange Principle can get you out of a stall or let you draw a
needed card. It looks to be better in Tower of Power decks (100+
cards) where you have a big mix -- you don't want to be playing (or
drawing) this very-late game, when you are going to have a lower chance of
drawing the same cards you put back. |
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Black
Market Connections
This Edge seems pretty nutsy-cukoo - it has the potential to gain you a
lot of power and/or cards. It's going to be better in 4-player, and
I probably wouldn't play it in dueling. You are going to have to
build your deck around it, eschewing limited and unique sites, but that
isn't too hard. Two sites common to Jammer decks are Proving Ground
and Turtle Island, both of which should be okay with BMC. Puzzle
Garden and City Park are also general purpose sites that you can load up
on when trying to make Black Market Connections work. Note that this
isn't going to trigger off them playing face up non-FSS sites because they
are never revealed. |
Blow
Things Up!
There isn't much strategy to this card -- pick a site and watch it go
boom. Well, there is a little -- you can use it to get denial sites
off the board prior to declaring an attack. You also can blow up an
annoying front row site (Temple or non-FSS) to open up a potential
target. The card is somewhat balanced at 2-cost, but becomes real
strong when you are using Genocide Lounge to cut that cost in half.
I prefer Disco Inferno because it's almost as good at smoking sites, is
cheaper, and can be used mid-attack to soften a target to allow an
unexpected seize or burn. Also you can use this in a tournament
right as the judge is calling time to change the tie-break and maybe sneak
a victory. |
Bobo
Splitter
You might be able to do some fun stuff with this card, but it's
iffy. It does damage to all your characters (including the subject)
so it can be a suicidal card. It's sort of along the lines of
Parting Gift, but is easier to use (and less of a surprise
sometimes). The reload cost on this guy is somewhat high, but
reloading 5 of these towards the endgame would be kind of fun.. |
Brass
Monkey
Whatever you do, don't play the card if Quyen is in the game -- he will
start singing the Beastie Boys song of the same name, and if you've ever
heard him sing -- shudder!. The usefulness of this
card is going to depend on your metagame -- if you are playing UK style
where there is a slow build up and everyone has lots of power, the Brass
Monkey is not going to get you very far. If you play West Coast
Style, the card is a little better. You can solidify your power
advantage in a tight game. While this card has a high Reload cost,
it can be useful late game when you are running out of cards and
characters with somewhat high fighting are at a premium. |
Chizu
Say the name of this card out loud to yourself. Gesundheit!
Very splotchy. I might include one in a deck when I'm
meta-gaming, but that's about it. You don't want to be playing
either magic or chi cards, so that is going to limit your multi-factioning.
I think I'd always go with Temple of the Monkey King over Chizu for it's versatility
(not to mention the surprise of revealing it). |
Frag
the G!
G in this place I believe stands for grenade. Since it only effects
opponents' sites, you don't have to worry about your own site mix (like
you do with Black Market Connections). This seems that it's just
meant for the Burn Baby Burn deck, and is also going to go well with
Monkey Wrenching, but both of those aren't the best. Also watch out
for opponents with sites reduced down to 1 body -- if they can turn them,
no one is going to be able to attack them successfully. |
Friends
in Low Places
Just too slow to be of much good. And requiring two factions limits
how many decks you can put this into. The Dragons and the Jammers
already have access to some good power generating cards. And, with
the addition of Mad Scientist, playing IKTV Special Report is going to be
pretty easy. |
Mad
Scientist
Well, this is the card that everyone has been waiting for. The
secret war has changed, and the Jammers have primo access to tech.
Well, not primo-primo (like the other talent-dependent factions that have
two 1-cost talent providers), but pretty close. I think this is
going to be the hardest card to trade for in Red Wedding, as you only get
2-3 per box, and everyone is going to want 5+ of them. |
Monkey
vs. Robot
This is the best of the new faceoffs, and possibly the best faceoff to
date. It's got a reasonable effect for the winner, and you can often
play it for free with Genocide Lounge. Disco Inferno is still better
overall, but you might be able to do something with Monkey vs.
Robot. Note the extra excitement of being able to draw a card with
Mo' Monkeys Mo' Problems. Close Call is going to help you win those
faceoffs. |
Sonic
Reducer
This State is sort of like Ambush, but it works on offense as well as
defense. It's going to work pretty well in combination with Close
Call, but that requires some spare power (and the cards in hand).
You can try combining it with superleap (not the dreadful Flying Monkey
Squad) by mixing Hand/Jammers, which might just now be doable with Mad
Scientist. |
"There's
Always One More..."
Holy Cow Batman! What were they thinking? "There's Always
One More.." looks to be one of the power cards in Red Wedding.
It's In Your Face Again's evil twin, but much better. Sure, it costs
a power, but you can often negate that with the Lounge. And, unlike
IYFA, you don't have to play it only during your turn. You are going
to want to play the usual suspects like Plains of Ash to keep your Smoked
Pile tight. Tyler Childers let me know that at GenCon this card
gained the nickname Whack-a-mole -- I like it! |
Two-Face
Well, he's better than Red Don... maybe. You're never going to trigger him in
a duel, and you really want Two-Face in a four player game. No one
is ever going to play a character that will trigger him, so the best you
can ever hope for is stealing two 1-cost the turn you play him. The
power shift is funky to figure out, but theoretically you are paying 1
power for 5 fighting, but the opportunity is way high. At least you
don't have to maintain Two-Face to keep the characters. |
Violence
Junkies
By itself, this card lives up to it's name, and is quite junky.
Remember that it's a 3 cost-for-5 Fighting with a disadvantage if you play
it from your hand. You can try and use other factions character
stealers (I like Peasant Leader, but both the Hand and the Lotus have
several) to turn the sacrifice into a semi-advantage (the sacrifice needs
to be unturned). I'm not big on returning them to play because they
are still just 5 fighting with a disadvantage -- most of the time returning
another character that you spend 3 power on (Dallas Rocket or even his
Funkiness). |
|
|
Akani
Hideo
This guy is funky. He's rare, which is good because you will only
want a few, but it's bad, because he could become another Fo Shen where
you seem to open him every 3rd booster. The obvious combo is with
Proving Grounds -- with Akani Hideo in play you won't have to worry about
your opponents shutting you down. But, if your metagame is
Whirlpool heavy, you might consider throwing him in a deck that has a lot
of turning sites. Also, he can aggravate your local Guiding Hand
player by invalidating his Confucians. Note that there is some
weirdness in the Red Wedding FAQ about him and the cards that Cancel and
Smoke. |
Arena
Warrior
If you haven't figured it out, this card might as well have
Assassinate. It's a moderate utility character that's saving grace
is that it can be recycled by Thunder Squires. Sure, you're playing
a couple in a Thunder deck, and you're going to try him in the new Thunder
Faceoff deck (where you're going to find that he's very redundant - like
playing Flying Kick in the all superleap deck). Compare Arena
Warrior with the Skin and Darkness Zealots and this guy is lacking. |
Armies
of the Monarchs
This card is very much along the lines of Arcanowave Reinforces, but with a
little twist (I bet you knew that already). The -1 damage from
Unique Characters applies to all players, not just your own, so your
opponents might be slowed a little. Multiples could get
annoying. Armies + a Fanaticism works better than to Reinforcers
because of the +1 Fighting (it's huge). Of course the Architects
have Ambush, which is a different kettle of fish. |
Blood
Lust
Mark of Fire seems to be the obvious combo with Blood Lust. You
might try it in a few other decks and see how far you get. I don't
think you want to add this and Mark of Fire to any old deck -- you need to
think about how Mark is going to work on its own. Holding an Event
until you draw its complement is just going to clog your hand a lot of the
time. |
Bonebreaker
Jun
The Bonebreaker is kind of like General Fung - a decent ratio and ability,
but nothing outrageous. Straight up he's a 4-cost 7 Fighting with
Toughness:1, which is about what you'd expect in a unique requiring three
resources. His gravy abilities are playing faceoffs for free and
unturning afterwards. That's actually pretty good, but with the
caveat that you are going to have to be playing faceoffs. He
basically goes in two decks -- Thunder Knights and Thunder Faceoff, which
is better than going in only one deck. |
Butterfly
Armor
Notice the designator -- that means all of you Fanaticism junkies out
there aren't going to be playing this too much. But otherwise, it
seems a pretty good mid-to-late game card. Attacking twice is
strong, as you all know from the Butterfly Knight. I am going to
guess that you will see 1 or 2 of these dropped into the occasional
Monarch "good stuff" deck with Spirit Poles. |
Chamberlain
Hrm... Here we have a darkness character with ice and thunder
abilities, which is kinda strange, but not unprecedented. If there
is a unique character on the board with 5-6 or less fighting, he sort of
becomes a Black Ops Trooper, but otherwise, he is falling a little short
on getting a lot of stuff to work. At a hefty 5 cost, I think he's a
little too pricey/specialized to see a lot of play (but I could be wrong) |
Contest
of Arms
Unlike a few of the other faceoffs, it looks like this one might see play
in a wide variety of decks. You are recycling your own events, so
you have a lot of control over it. While the Monarchs don't have the
greatest selection of events, there are the old staples of Brain Fire and
Pocket Demon. For bonus points you can get back Avenging
Thunder. The strength of this card is in multifaction, where you are
getting back a power event. I think Ring of Gates can be played in
response to Contest of Arms to cancel it, but with the current level of
confusing and erratic rulings, I can't say for sure. |
Fakhir-al-Din
Where's the beef? Well, I got some for ya right here. Fakhir's
not broken, but he's strong. You are going to have to watch when you
play him so you don't roast your own characters, but he can do a little
bit of global damage and toughness:1 is a nice touch of gravy. You
can ensure that he has his toughness when he needs it by packing some Mark
of Fires. You might also be able to get a rebate from playing by
dropping a Blood Lust. |
Fire
Sword
While not outstanding, Fire Sword is just about where you think it should
be given the current State power curve. You might be able to do a
few new stupid sword tricks, but I'm thinking that your basic recycling is
the way to go (especially at 1 power from a Slo Mo Vengeance). |
Ice
Pavilion
Wow! Another Ice healing card! What will they ever think of
next? Regeneration is nice, but you need to have some moderate sized
characters with some damage on them to make it work It's okay at 7
Body, so it's not overly vulnerable. I'm thinking that the expected
use of this is in the Dra/Mon Red Wedding deck, where you can drop a Brawl
right before your turn starts and shrug it off. |
Ice
Tigers vNew
The new Ice Tigers are an off-beat card. They can sort of play like
a White Disciple, sniping down a character prior to combat. They
also have 4 fighting, which is often just enough to take a softened
site. I think this will wind up being a mix of shark and turtle in
the occasional play it will see. The art by Melissa Benson is very
spiffy. |
Ring
of Ice
This State is much better than it's brethren, the Ring of Silver.
You can put this ring in almost any deck and get some usage out of
it. The only time you want to avoid it is when playing Fanaticism.
Only one resource, a free +1 fighting, and the ability to Smoke a nasty
State played on you by an opponent? Woot! This is going to be
one of the more sought-after rares in Red Wedding. Even paying 1
power to recycle the Ring of Ice with a Spirit Pole isn't bad bad, and you
are most likely doing it to make sure you are protected from states. |
Silver
Jet vNew
Her Majesty's Secret Warrior is back, and with a vengeance. The
Flashpoint version was quirky, and you could play it for free every now
and then, but without an in play ability he was sort of chunky. This
one you've got to pay the full 5 power for, but he's got a couple of good
abilities, and then some. I'm sure you've all played enough to know
how good Independent is, as well as Toughness:1. On top of that you
have a hand zapping ability which can be quite useful. Expect a big
target to be placed on Silver Jet when he gets played. He fits in
that strange niche just below the monarchs themselves, along with the Once
and Future Champion. |
Skin
and Darkness Zealots
What's with the all the skin? These guys feel just about right for a
mid-range character. They have two abilities, neither of which is
overpowering, and which can be used offensively. I expect these guys
to whack a lot of Mights and Shih Ho Kauis... |
Snowfall
Spend 2 power. Attack ends. Boring. This is a big
stopper, and is going to be more a problem in the slow buildup metagame
than in our speedy aggressive environment, where having 2 extra power can
sometimes cost a premium. I'm still liking Snowblind over Snowfall
-- it's cheap, and stopping one attacker is often enough to bollocks up an
attack. |
The
Thunder Dome
"Two men enter - one man leave!" The Dome is a Secret HQ
with 2 less Body, so it's livable on its own. You might play it
outside a Thunder Faceoff deck, but probably not, since you can just play
the aforementioned Secret HQ. I might consider Thunder Dome if I
were trying to make the Legacy work for me since so many of the Thunder
cards don't get you anywhere in a splash. In the Faceoff deck, The Thunder Dome
is going to be one of your key cards. It's going to let you fetch
and replay your faceoffs when you need them, and not have them clogging
your hand as much. Another site to consider if you're trying to go
for the extreme-Thunder-Faceoff deck deck is the original Thunder Pagoda
-- you get an additional Fanaticism, and the limitation of only one attack
per turn isn't so bad if you are doing most of your combat via faceoff. |
Thunder
Apprentice
I'm not terribly happy with this guy. The Thunder Apprentice is just
a mini Thunder Initiate, and not original enough. Yes, he's going to
let you get that much needed magic resource in your Thunder deck, but he's
so gimpy. If I had designed the set, I would have dropped this card
and added a magic resource to the Thunder Gladiator so instead of two
so-so cards, you had a good card (and not that the Monarchs are lacking
for good 1-cost magic providing foundations). The Huan Ken was
always my favorite of the four monarchs, but the ultra-gimpy direction for
Thunder has got me thinking twice. |
Thunder
Gladiator
This card lets you play more bad faceoffs in your deck. Joy
oh-joy. Staple of the new Thunder Faceoff deck, and that's about
it. Next card please. |
Transmogrification
This State trashing Event more than makes up for the jankiness of the
Thunder cards. 0-cost State removal seems very playable, even if it
only works on Character States. Transmog is a fair Mentor defense,
even though it's going to slap some damage on your character. Like
Waterfall Sanctuary, it's also going to be trashing all those useful
Weapons and Vehicles that Z-Man has been trying to get you to play
with. I would always play with at least 1 in a Monarch deck
just to keep your opponent's honest. |
Wedding
Gifts
See entry under the Dragons. |
Wrath
of the Monarchs
Along with Transmogrification, I expect this card to be seen in a lot of
decks. The number one card it's going to trash is Whirlpool of
Blood, but there are lots of other sites it's going to smoke as
well. There are also a ton of Monarch characters that this is going
to get rid of. It's more versatile than Sibling Rivalry, which I do occasionally
see, but I don't expect to see much after people get a hold of this common.
Wrath of the Monarchs also cancels, so gone is gone. Don't overlook
Netherworld Return, the one event this card stops as well. |
|
|
Aether
Spirit
These guys look to be working for Dr. Celeste Carter. With only 2
fighting, they are fairly fragile, and will perish in the all too common
Final Brawl. But with Stealth, they have a decent chance of hitting
a target site the turn they enter play, which should allow you to break
even on them. Also you don't have to worry about them doing less
damage because of tech cards hanging around. This will probably see
the most play is specialized heavy magic decks, and wont have enough juice
to make it into a generic Purist/X deck like the Cognitive Spirit will. |
Dr.
Timbul Damiri
This card does some pretty amazing things. I'm just going to copy
from the Red Wedding FAQ and let you play with the card yourself.
When a card leaves and returns to play, it is considered to be a new
card, without any of the baggage it had before. Some uses for Dr. Damiri's
ability:
| Re-triggering Characters with "enters play" abilities,
such as Primus.
|
| Saving a Character from an effect aimed at it. (This won't help
against global effects such as Neutron Bomb, just things like Nerve
Gas.)
|
| Healing a Character.
|
| Making a Character stop attacking or intercepting.
|
| Removing States and other alterations to the Character.
|
| Ending an attack on the Character.
|
| Allowing repeat use of Characters with "once per turn" abilities, such as Mutator. |
|
Echo
Cancellation
I really like this card (I haven't seen the Siksada artwork, so my opinion
might change). It's a nice piece of cheese that's going to punish
people for the lack of diversity. It doesn't replace the Purists
main trash event, Entropy Sphere, but it does let you cancel some crucial
mid-to-late game stuff. I would worry about this when facing any deck with
Purist resources available since it only needed on resource and is eminently
splashable. Note that cards that provide only Talents are not
foundations, so you can zap Secret Labs and Lusignan the Fool.
Combining the Guiding Hand with the Purists could be really nasty control
wise, with Confucian Stability to handle events, and Echo Cancellation to
shut down other cards. |
Morphic
Spirit
Hint: Don't play this in your mono-Purist decks. Since Morphic
Spirit doesn't provide magic, you are probably playing it in a deck where the
Purists are working with the Lotus, Monarchs or Architects. Once I
get a hold of these, I think one of the first decks I'll make is some weird
Pur/Arc deck with Dunwa Saleem and Rhys Engel to see if the Morphic Spirit
is really any good. Even in a two faction deck this Spirit is okay
-- I think the trick to making it work will be playing just a couple of
off faction cards that are good all on their own *cough Hacker*) |
Paradigm
Recording
Jumpin' Jiminey! Three resources makes this tough to play early
enough to matter. What you are probably wanting to grab up is a
Shield of Pure Soul or Payback Time -- not only for their effect, but also
to stop your opponents from wrecking you with them. There's not much
more to say -- play it in your heavy Purist deck, and grab good Edges as
soon as you can. Whether you play 1 or more Paradigm Recordings will
depend on your metagame and just how many Edges are likely to see play in
a game. I'm favoring this card in multiplayer over dueling for what
I hope is a fairly obvious reason. |
Paradox
I'm nonplussed by Paradox. He's what we call a Demonic Tutor
(leftover from our old MTG days). He's going to let you get to your
wacky combo card at the hefty price of 2 power and waiting a turn to draw
it. While Paradox is reusable (you will eventually redraw him), his
hefty three resource requirement will hamper most speedy combos (and speed
is usually big benefit in getting an effective combo to work). He's
also somewhat stoppable, since you can zap him prior to the sacrifice to
stop his effect. |
Void
The character is mildly usable. 3-cost for 4-fighting with
toughness:1 seems about right (if it were a Dragon - it would clearly be
broken for the Hand -- see the crud that is Bulletproof Monk if you don't
believe me). By adding Unique and some funky resource requirements,
you get to add a couple of possibly useful abilities. All your other
characters (hopefully 1-cost foundations) become Back for Seconds or
Beneficial Realignment for Void. Don't overlook that he's a last
ditch Mentor defense that allows you to sacrifice the character that is
getting nabbed, but Void has to be turned or damaged, or you can't
declare either ability. Who wants to bet there is going to be a
character named Null in the next set? |
|
The Seven Masters |
Ho
Chen
He's 5 cost for 7 fighting, so he's probably gonna stink. There are
those conspiracy theorists out there that certain members of the design
team are going to torpedo the Seven Masters just so as they can be smug
about the decision to go with the Purists... |
|
|
Robbing
the Kong
I think this is going to be the darling of the set. It's going to
break a few late game logjams by actually letting someone win. The
big problem with the card will be king-making in tournaments. I can
foresee a lot of times where someone will be able to stop one player's
attack, but not the other, giving that 3rd person the ultimate power of
life and death as the balance of the universe hinges upon their decision.
If you haven't figured out how to use it, play a big character with
superleap (or any other reasonable evasion ability), wait until an
opponent declares an attack against another opponent, and sneak it.
Probably not the strongest card in dueling, but you can try it if you
like. Boo on such an important card being rare. |
|
|
Chi
Detachment
Oooh... a State I can play during an opponents' turn? It must be
good, right? Wrong! Chi Detachment is marginal at best. For what you
get, more often then not, you would have done just as well with Larcenous Mist
(which costs 0). Once a characters abilities are gone, usually
taking it down isn't a problem. And having to save 1 power for Chi
Detachment because you're worried about someone dropping Ba-Boom is not
where it's at, hipster. I don't get removing the resources ability,
but I guess that's just extra gravy... wait.. I got it... you can
make the Chi Detachment / Exile Village deck... sweet! |
|
|
IKTV
Special Report
Play this card, gain 2 power. Pretty basic, isn't it? There's
not a lot to dislike about this card, as it's going to trigger fairly
often (especially in multiplayer), and give you a nice little boost.
You don't have to skip normal power generation or worry about having cards
in your Burned For Victory pile, so that makes it less of a headache than
the usual suspects. It's common, so you should have enough to spread
them in to several decks -- but I'm not sure of how many to play. I
think it will depend on the deck and how power hungry it is, and how many
other power generating cards you have in it. |
Information
Warfare
With a whopping three tech resources required, this card better be awful
good... wait, it is! Information Warfare is going to be royally
hosing up your opponents if all goes according to your plans. About
the only dilemma is deciding which opponent to hose the most!
Hopefully you are redirecting one attacking thug to one of your opponents'
characters that is just sitting around, picking its nose, with the end
result of sending both the smoked pile. I expect to see Information
Warfare used in two major ways -- to stop a win be redirecting the major
attacker to a non-FSS card, and to save your own bacon when you are
attacked and direct the aggression elsewhere. I strongly recommend
starting off with a strategy of holding this until you are attacked, and
then playing at every opportunity -- your opponents will soon learn that
they better think twice before sending an attack your directed.
While you can use Information Warfare in dueling, it's not recommended
unless you have some real tricks up your sleeve like BuroMil Grunts. |
Wave
Disrupter
Dude! Surf's up!. I just can't get excited over Wave
Disrupter, but that's probably because I still have the hots for
Information Warfare. I expect that a reasonable amount of the
characters that see regular play will provide 2 more resources, but you
can't always depend on it. This is what you call a balanced card,
which means that it's neither really good or really bad, just
average. Wave Disrupter is the cousin of IFF Missiles, which I
haven't been able to put to great use, and I think it will be the same for
this card. |
|
Unaligned |
Battle
Arena
This card is schizophrenic -- it's good (well, okay), and it's also really
really bad. Where it's okay is that Battle Arena will allow most of your
foundations to win in a faceoff without blinking, letting you enjoy the
winner effect. The bad is that once your opponents have seized these
from you, you will never win a faceoff again, leaving you with a hand full
of dead cards. This card is sort of like Orange Senshei chamber --
did it really make Orange Monk playable? No, and this doesn't make
faceoffs playable by itself, either. Note that if you have one and
your opponent has one, they are both a wash -- the toughness:1 exactly
offsets the +1 damage. |
Cassandra
Since she's only uncommon, the designers must really think that people
will want to play with Cassandra all the time, but I won't be. She's
like the Man With No Fashion Sense -- kinda usable, but doesn't quite get
you where you need to be. And can slow you down if things don't go
smoothly. Cassandra is more of a metagame factor than
anything else. In our environment, Cassandra would be used maybe
once or twice, then get flattened (more likely once), so you've just spent
2 power to filter your top 5 cards and do 2 damage to a character of your
opponents choice. No big advantage there. She might be
marginally okay in a tower of power, where you are going to get erratic
draws -- still, if you are playing her first turn and fishing for resource
characters, you're not in a good way. |
Exile
Village
Well, it's a Drug Lab that will probably only work for you, and not for
your opponents, but it's still not worth playing. If you are playing
a 3+ faction deck, you aren't going to want to be playing this anyways, as
you are going to be trying to make the faction aligned part of your deck
working. Exile Village is just going to wind up as junk passed
around the board, giving respite to the targets that everyone should be
attacking if they ever want to win. For power generation in a
Battleground deck, you want the alternate power events, not Exile
Village. Now, say you are playing the janky Peacock deck... maybe,
just maybe this will work (in this case, you are trying to run Feng Shui
light, and not be a target), but I think you will just stall out
(especially without powerful FSS to rely on). And don't have dreams
of having 6+ sites in play -- if you can get away with that, it's time to
move up from the bush league into the majors. |
Ninja
Six
Holy Ninjas Batman! Ninja Six is pushing the power curve. For
a 3 cost Stealther, you expect to either have a hefty resource
requirement, or have crippling disadvantage like the Professional
Coaster... err... Professional Killer. Not only does Ninja Six not
require resources, it actually has a pretty bitchin' ability in the right
deck. And by right deck I mean designator jank deck fueled by Police
Stations, Twisted Gardens, Fanaticism and their ilk. You are going
to be surprised at just how often you are going to want to put this Ninja
into a deck you are making.. |
Reverend
Zebidiah Paine
I'm not at liberty to say what this card was in playtest, but it was a lot
more useful. What we have now is a 3-cost for 4 fighting with a
build in Golden Comeback. It's almost playable, but just not quite
there. Without some useful ability, the Reverend is just a speed
bump. Now, I could be really wrong about this card, depending on the
metagame. It's quite possible in the slow buildup game that having a
returning character might get you somewhere, but the Destroyer this guy
ain't. He's only uncommon, so an opponent might be playing Zeb as
well, so you need to bone up on your auction skills so you don't wind up
toasting your own Reverend. |
Secret
Pact
This one is pretty much a no brainer. Too bad it has such a lame
name -- this card would have fit perfectly in with the Year of the...
cards, helping to fill out the Chinese calendar. If you haven't
figured it out, you will probably want to play 1-2 of these in every multifaction
deck. You'll probably be gaining power, but don't
overlook drawing or returning cards to help or hinder a win. Beware of
the Underworld Tracker, for he does not honor Secret Pacts... |
Stand
Together
Designator Fanaticism -- pretty boring, but still worth playing.
Cops, Hoods and Rebels stick out, but I bet there are a ton -- maybe
Spirits? What other designators are shared across two factions?
D'oh! Students! Beating Stick! Note that this effects all
characters so your opponents' characters will get the bonus if they
have the magic designator (not to mention all the Mentor bait you're
playing). |
The
Bazaar
This card is okayish, but I don't think you are playing it all the
time. Maybe a couple in big decks to help you filter to cards, but
with only 5 Body, you are going to have to defend it. It's going to
be passed around like Bandit Hideout, but The Bazaar isn't really a card
to build a deck around like the Hideout is. |
The
Forest of Fallen Banners
Another jank site. You can't defend it if you want it to generate
power, which means it's not doing as much as you'd like. I don't
think this is as good as either Lusignan's Tower or the Two Dragon Inn,
both of which are unaligned sites. The one exception might be in a
Lotus deck where you are returning a lot of characters to play with Inauspicious
Return and the Destroyer, so you get to draw some cards. But,. I
think you will wind up drawing only a few cards and get yourself hand
locked (not drawing cards normally), especially if someone seizes this
(undefended) site. Kinoshita House is a must with the site, as
probably is Fox Pass. Hrm... If you want to pull off some
ultra-jank, you can use Lodge Machinations to swap this with the back row
site at an opponents first column... mmm.... janky... |
The
Ickies
I kind of like the Ickies -- they are, well, icky. I wouldn't be
playing 5, but maybe 1 or 2 in some decks that aren't going to be playing
a FSS every turn. Stealing that one power can be crucial in slowing
down your opponents. This card is a minor combo with the cards that
put you farther from victory, with the Lotus' Glimpse of the Abyss
probably being the best, although you can try it with Who Wants Some?!? if
you're really manly. A pretty rude first turn would be, when note
going first, drop the The Ickies and a Bandit Hideout, attack a player who
has only played a Site and no characters, and then steal their power at
the end of the turn! |
Uprising
While this card goes in only a couple of specialized decks, it can be
strong when you do pull it off, and it has the potential to get better
with every Rebel card printed. The math works out like this:
3 Power gets you 2 characters back, 4 Power gets you 3 characters, 6 power
gets you 4, etc. I might just have to try it out with The Displaced
in my toaster deck, but it's going to take a lot of power and I am going
to have to have drawn at least 2 Displaced. Here is a list of
non-unique Rebels/Rabble for your
perusal, and watch out for BuroMil Elite!
Guiding Hand: Black Flag Rebels,
Fist of Freedom, Peasant Mob, Rebel Consumer
Jammers: Buffalo Soldier,
Demolitions Expert, Just Another Consumer, Punks, Violence Junkies
Unaligned: The Dis-Timed, The
Displaced, The Faceless, The Ickies, The Losers |
Zino
the Greek
This guy is pretty dokey. I think the best use is going to be in a
deck with Resistance Squads, Dragon Graveyards and other effects that
trigger off of looking at your hand. You're only going to pull the
trick off once, but it'll be pretty funny when you do. The way the
timing works on this card, the pay power and take control happens at
resolution, so there is no window where you can cancel the peak effects
but not cancel the control effect. |
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Diamond
Beach
Me got Toughness:2 You no hurt Diamond Beach. CHAR who?
A very marginal site, but it might be okay in a weenie-high metagame if
you got a healing effect or two to back it up. I'll have to try
substituting this for Dragon Mountain and Curio Shop in some of my
existing decks -- hrm... you could play 5 Shops and 5 Beaches and 2
Mountains in a ~60 card deck and have the ultimate anti-weenie site
structure... I'm going to have to do that. |
Dragon
Graveyard
As for being an extra-power generating site, this guy is at the
bottom. I guess it's okay if you get to play at least 1 per game in
response to a peaky effect, but I don't see that happening. You will
probably gain 1 power once, and 2 power if you are lucky. I guess
you can try Dragon Graveyard in the Primeval Forest deck where you are
healing sites left and right. |
Escher
Hotel
Mostly Battleground jank. It's Unique, so you don't want to overload
on them (not that you'll have that many because it's rare). I guess
you are hoping to play some defensive sites like Puzzle Garden, and then
stick something like a Bandit Hideout (or even better yet, a Festival
Circle) in your back row and get away with it. It's still not very
reliable, and it will all fall apart if your opponents take down the
Hotel. Here's the list of
stuff that can combo with it (Ital indicates a combo that I
think is unusual, interesting or somewhat comical):
18 Bronze Men, Arcanoseed, Bandit
Hideout, Blood Fields, BuroMil Elite, Cave of a Thousand Banners, Comrades
in Arms, Eagle Mountain, Elevator to the Netherworld, Entropy Sphere,
Festival Circle, Forty Story Inferno, Fox Pass, Free Fire
Zone, Killing Ground, Kung Fu Student, Locksley Station, Mad Bomber,
No Man's Land, Ominous Swamp, Ornamental Garden, Portal in Tower Square, Rainforest
River, Resistance is Futile, Sniper's Nest, Temple
of the Shaolin Dragon, The Dragon Throne, The Home Front, Tick... Tick...
Tick..., Training Camp, Zodiac Lounge
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Stone
Dolmens
Hoses Mentor. Period. Not as good as Waterfall Sanctuary, but
goes in some decks (especially if you are like me, and keep running out of
Waterfalls). There are a couple of other annoying States this gets
rid of, from Avenging Fire to Resistance Is Futile! Like the
Spirals, this has a respectable 8 Body, so it's got a little D. You
probably don't want to play this in a deck with Shadowy Mentors, since
Stone Dolmens won't be controllable with Whirlpools like Waterfall
Sanctuary it (you opponent waits until the end of your turn, declares Dolmens,
you turn your Whirlpool, they start their turn, declare Dolmens again, and
you lose). |
Stone
Spirals
This is a variation on Mobius Gardens. I'm thinking it's not as
good, just because Red Wedding has so many power generating Events, which
are going going to make the Gardens better. It's also a metagame
card -- if one of your opponents always plays Family Estate or Proving Grounds, then try it
out and see if Stone Spirals works for you (getting two into play could
really make that PG player think twice). Time will tell, at least
its got 8 Body to keep it in play for a while. |
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